Introduction

Labrynth is a control deck composed of DARK Fiend monsters. It is based around Normal Trap and making monsters leave the field by their effect to generate advantage. It is easy to pick up the deck and understand how it works but can be very skill expressive. Unlike Stun decks, you have to choose the right time to spring your Traps, too early won't be very effective, too late means certain doom but using them at the right time will be very rewarding.

Labrynth Monsters

Lovely Labrynth of the Silver Castle

Lovely Labrynth of the Silver Castle

The main monster of the Deck, Labrynth herself. She has 3 effects, all very welcomed :

  1. Makes your Normal Trap activations not chainable by opponent's monster effects: the main use of this continuous effect is to protect your traps from monster negates.

  2. Trap recycle from the GY: She is able to Set 1 Normal Trap from the GY to your Spell & Trap zone, but you can only activate it if you control a Fiend monster, which if you used this effect you already do being Loading... at the very least.

  3. If a monster left the field by your Normal Trap effect, you can destroy a card from your opponent's field or in their hand (at random): Non-targeting destruction is always good; being able to snipe a card in the hand is good (especially when you snipe their backrow removal like Lightning Storm).

She is gonna be your main monster that you summon off Loading... , being able to trigger also from Loading... itself if you had Loading... on the field and destroyed a monster (for example: the opponent Normal Summons a monster, Loading... summons Loading... , destroy the Normal Summoned monster, all your effects activate in the next chain including Loading... to snipe a card in the hand).

Loading... is also your key win condition card for when you managed to tear down the duel into a simplified gamestate. Play 2 copies, since if you draw it you can still summon another from Deck and having 2 copies help to push for game more easily; Loading... is still popular so having a second copy in case your first one gets banished is nice too.

Arianna the Labrynth Servant

Arianna the Labrynth Servant

One of the servants, the green one; also a very important part of the deck for consistency:

  1. If you Normal or Special summon her, you can add any Labrynth cards except herself.

  2. If a monster left the field by your Normal Trap effect, you can draw 1 card then either special a Fiend from your hand or Set a Spell/Trap (Note: She can set Artifact monsters with this effect).

Loading... allows you to generate a lot of advantage over turns, by drawing 1 and being able to set a trap you draw immediately or by searching the missing piece. A thing to keep in mind is that you can only use 1 of her effect per turn.

Ariane the Labrynth Servant

Ariane the Labrynth Servant

One of the servants, the pink one; not a core card but nonetheless very cute:

  1. You can send a Normal Trap from the hand or field to the GY, to Summon a level 4 or lower Fiend from the Deck; big cost for a very general Summon.

  2. Just like Loading... , if a monster leaves the field by your Normal Trap effect, you can draw 1 card then either special a Fiend from your hand or Set a Spell/Trap.

Loading... is what can merge the deck into other Fiend engines, such as the Lady of Laments, or Magical Muskets, or Unchained, or simply summon Loading... . This effect however comes with a great minus to lose a Normal Trap for cost; there aren't many Traps with GY effect, so you are just losing on a resource to get another, if you get ashed on her you basically lose; this is an Ignition effect, which is pretty slow. The second effect is what you would play her for, being able to draw 2 cards total with Green and Pink servant can help you profit more, but more often than not it's a greedy play and a brick is a brick.

Labrynth Chandraglier

Labrynth Chandraglier

Every castle needs furnitures:

  1. As Quick Effect, you can send it from the hand or field to the GY plus discard another card to set a Labrynth Spell/Trap from the hand or Deck; another way to get to Loading... or the Loading... , but it comes with a cost of losing another card.

  2. If a monster left the field by your Normal Trap effect, you can add this card from your GY to your hand; nice way to recycle it.

One of the two furnitures that can search Loading... your most important card, even during opponent turn; just have to make sure you know when to use it to dodge negates or possible destruction effects. The discard effect can also help you get into GY cards you need, for example a second furniture or Loading... .

Labrynth Stovie Torbie

Labrynth Stovie Torbie
The more adorable one:
  1. Same effect as Loading... .

  2. Same activation conditions as Loading... , but instead of adding it to your hand, you Special Summon it.

This furniture compared to Loading... is more defensive, reaching 2000 DEF means it can be used as tribute for Loading... , which is great because this means you can keep your Loading... to draw more cards. Outside this card doesnt really have a lot of advantages compared to Loading... ; it allows for more Link Summons, but compared to being added the hand you can't use it as cost for cards like Loading... . Since it's a Level 2 in the future it could be problematic if Spright steals it.

Labrynth Cooclock

Labrynth Cooclock

The smallest monster, but with an interesting effect:

  1. As Quick Effect, you can discard it making so for that turn you can activate a Normal Trap card the turn it was Set but you need to control a Labrynth monster.

  2. If you send a card from the hand to the GY to activate a Normal Trap or a Labrynth card effect, you can either Special Summon it or add it to the hand.

This card comboes very well with the other furnitures, being able to recycle itself or create another body for free. The first effect, while it may look strong, is only really relevant when you can Set a Trap during the opponent turn and may want to use it immediately. For now you can only realistically set Loading... and most of the times it's not necessary to activate it right away. This card will be more useful for when Loading... will come out.

Labrynth Archfiend

Labrynth Archfiend

Another big monster, but not a great one:

  1. Gains ATK based on the amount of Normal Traps with different names in the GY: it can get very big very quickly, helping to close games sooner or get over 3000+ atk unaffected monsters like Loading... .

  2. Your opponent can only attack Loading... (s): a battle protection effect, Loading... and Loading... already have pretty big stats so it's not really needed.

  3. If a Trap is activated you can summon it from the hand, if it's Special Summoned you can set a Trap that can be activated only when an attack is declared: very good hand effect, the Trap search offers even more battle protection.

While it can be summoned from the hand so it's not a brick like Loading... , it doesn't have any effects when a monster leaves the field, and the range of traps it can search are pretty decent (like Loading... or Loading... ) but the opponent can just not attack and they are being dead occupying zones on your field at that point. Play 1 copy, if you want to test how good your opponent's memory is. (Good Trap cards Loading... can search: Loading... , Loading... , Loading... )

Labrynth Spells